You genuinely believe a large contingent of gamers are refusing to buy games in sales, instead preferring to spend more because it's better for the devs? There's a tiddly fraction of enthusiasts who are targeted with collectibles releases. The rest weigh up how cheap they can get the game versus how long they can wait without it, like all consumers considering all products. Even crazy arse Apple fanbots will jump headlong at the chance to get an iPhone New for $100 off if Apple gave them the chance. Release the latest COD/SWBF/PUBG etc at both $50 and $60 with no difference other than $60 is the minimum needed to cover a fair wage while $50 is too low and the product will lose money...who's going to spend $60 out of the goodness of their heart?
There is virtually no-one going through life thinking, "what does it cost them to produce this and so what should I pay to be fair?", certainly not as a habit (some will stop to think that way for a Humble Bundle, though of course pay far under the initial asking price none-the-less). Which is why we have Black Friday. And there's virtually no-one going through life thinking, "what's a fair price for me to charge so I don't take too much money?" which is why we have large mark-ups and profits expected to increase YOY to pay the investors. Those same investors are one minute wanting more money from their investments, and the next wanting to pay less for their goods! To the point that you can't realistically operate idealistically even if you want to.
That has always been the case though, especially consoles in the past where a gamer would exchange their hard copy game at a game shop/others buy 2nd hand, in that situation there are no sales at all for the studio.
You are right though, it is more than likely most consumers will have a perceived value in buying a game that is much less than $60, but there is still a huge market with regards to pre-order and the much more expensive delux/gold versions.
There is a balance though, between consumer pushing the margins too low and some publishers-studios pushing the opposite direction to generate as much revenue as possible and set new precedents such as by EA/Activision/maybe one or two more.
Also part of that discussion is how much should a 1-year or 2-year old game cost to buy, the views again will be very divergent between consumers and the studios/devs, especially with some studios and the most budget-value focused gamer.